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2D, 3D and Multi-Touch Gestures Made Easier

2D, 3D and Multi-Touch Gestures Made Easier. Joshua Sunshine. What is a gesture?. “Gesture-based interfaces offer an alternative to traditional keyboard, menu, and direct manipulation interfaces.” [ Rubine ]

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2D, 3D and Multi-Touch Gestures Made Easier

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  1. 2D, 3D and Multi-Touch Gestures Made Easier Joshua Sunshine

  2. What is a gesture? • “Gesture-based interfaces offer an alternative to traditional keyboard, menu, and direct manipulation interfaces.” [Rubine] • “Pen, finger, and wand gestures are increasingly relevant to many new user interfaces.” [Wobbrock] • “Input paths of recognized shapes.” [Me]

  3. What can gesture? • Mouse: Adobe Illustrator, SKETCH • Pen: Palm Pilot, Interactive Whiteboards • Finger: IPhone • Body: Minority Report • Face: ATM PINs • Wii-mote: Wii games

  4. Why support gestures? • Efficient • A single stroke can indicate: • The operation • The operand • Additional parameters • A proofreader’s mark indicates [Rubine] : • that a move should occur (operation) • the text that should be moved (the operand) • and the new location of the text (an additional param)

  5. Why support gestures? • Natural • Chinese brush painting • Musical Score • Chemical Formula • No other choice • IPhone (touch screens in general) • Table Top • Interactive Whiteboard

  6. Videos • World Builder • Opera face recognition

  7. Gesture support, two approaches • Ad hoc = “Recognizers that use heuristics specifically tuned to a predefined set of gestures.” [Wobbrock 2007] • Application Specific: e.g. Chinese Brush Painting, Musical scores, Chemical Formulas • Platform: e.g. IPhone gesture libraries • Systematic = Allow for definition of new gestures. • Toolkit or framework • Simple algorithm

  8. Ad hoc vs. systematic • Ad hoc can be hard to implement because gestures collide [Long 1999]. • Ad hoc doesn’t allow definition of new gestures • Harder to perfect gestures in a systematic system • Consistency of gestures across applications is better in ad hoc systems

  9. GRANDMA • Gesture Recognizers Automated in a Novel Direct Manipulation Architecture • Co-developed with a the Gesture-based Drawing Program (GDP) • Major features:build by example • Extensions: • multi-touch • eager gestures

  10. GDP design • Gesture input handlers are associated with classes • Any subclass is also automatically associated with gesture handler. Examples: • Associating the “X” shaped delete gesture with GraphicalObject automatically associates it with all Rectangle, Line, Circle, etc. objects. • Associating the “L-shaped” create rectangle with GdpTopView associates it with any GDP window. • Note the difference with the interactor model, which we implemented in our homework, which associates input handlers with groups.

  11. GRANDMA recipe • Create a new gesture handler and associate it with a class. • Draw gesture ~15 times. • Define semantics (in Objective C) • Gesture is recognized • Mouse movements after recognition • Gesture finishes

  12. Formal Definitions • Gesture is represented as an array g of P sample points: Gp = (xp, yp, tp) 0 ≤ p ≤ P • Problem: Given an input gesture g0 and set {C1, C2,…} of gesture classes determine which class g belongs to.

  13. GRANDMA Algorithm • 13 Features • A gesture class is a set of weights assigned to each feature • Gestures are given a grade by the linear evaluation function resulting from the weights • A gesture is assigned to the class with the maximum grade. • Training assigns weights to the 13 features • Gestures are rejected if the grade assigned to two classes is similar

  14. Limitations • Only supports single stroke gestures. • Why? Avoids segmentation problem. • Why? More usable, a single stroke is associated with a single operation. • Supports only a subset of the gestures that are part of my definition. • Segmentation problem = problem of recognizing when one stroke ends and the next one begins. • Fails to distinguish between some gestures • Hard to make size independent gestures

  15. GRANDMA in Amulet • Amulet was extended to allow gesture input [Landay] • GestureInteractor • Interactor calls callback function which decides what to do with the result of classification. • Classifiers are created with the GRANDMA training algorithm • The features of GDP I discussed weren’t used.

  16. $1 recognizer • Most recognizers are hard to write: • Hidden Markov Models • Neural networks • GRANDMA requires programmers to computer matrix inversions, discriminants, and Mahalanobis distances • Toolkits are not available in every setting • Therefore creative types (e.g. curious college sophomores) don’t implement gesture in the UIs

  17. $1 goals • Resilience to sampling • Require no advance math • Small code • Fast • 1-gesture training • Return an N-best list with scores

  18. $1 algorithm • Resample the input • N evenly spaced points • Rotate • “Indicative” angle between centroid and start point • Scale • Reference square • Re-rotate and Score • Score built from average distance between candidate and template points

  19. Really $1? • Hold up back page of paper • Thoughts? • My opinion: • Algorithm is simple enough to re-implement • Major barrier is discovery problem

  20. Limitations • Cannot distinguish between gestures whose identities depend on aspect ratios, orientations • Square from rectangle • Up arrow from down arrow • Cannot be distinguished based on speed

  21. $1 Evaluation • User study • 10 users • 16 gesture types • 30 entries each: 10 slow, 10 medium, 10 fast • Compared recognizers • Results: • $1 .98% errors, GRADMA 7.17% errors • Medium speed is best • $1 and GRANDMA were fast enough

  22. DiamondSpin • Video • Toolkit for efficient prototyping of multi-person shared displays(target = touch-screen tabletop) • Defines API for building tabletop applications • Gestures are defined in an ad-hoc manner

  23. Conclusion • Gesture support makes building gestures easy • Multi-touch gestures are easy • There remain significant challenges to building the gestures of the future: • Many limitations of current approaches in 2D • 3D gestures are supported only in an ad-hoc manner

  24. References (slide 1 of 2) • ChiaShen, Frédéric D. Vernier, Clifton Forlines, Meredith Ringel. "DiamondSpin: an extensible toolkit for around-the-table interaction", In CHI '04, p. 167-174. ACM DL Ref • JO Wobbrock, AD Wilson, Y Li. "Gestures without libraries, toolkits or training: a $1 recognizer for user interface prototypes", In UIST '07, p. 159-168. ACM DL Ref • Dean Rubine, "Specifying Gestures by Example", Computer Graphics, Volume 25, Number 4, July 1991, p. 329-337. ACM DL Ref • James A. Landay, Brad A. Myers. "Extending an existing user interface toolkit to support gesture recognition." CHI'93 extended abstracts, Pages: 91 - 92. ACM DL Ref • T. Westeyn, H. Brashear, A. Atrash, and T. Starner. "Georgia tech gesture toolkit: supporting experiments in gesture recognition." In Proceedings of the 5th international conference on Multimodal interfaces, pages 85-92. ACM DL Ref

  25. References (slide 2 of 2) • Kent Lyons, Helene Brashear, Tracy Westeyn, Jung Soo Kim, and Thad Starner. "GART: The Gesture and Activity Recognition Toolkit." In HCI ‘07. Springer Ref • Jason I. Hong, James A. Landay. "SATIN: a toolkit for informal ink-based applications." In UIST '00: CHI Letters, vol 2, issue 2, p. 63-72. ACM DL Ref • J. Allan Christian Long, J. A. Landay, and L. A. Rowe. " Implications for a gesture design tool." In CHI '99, p. 40-47. ACM Press, 1999. ACM DL Ref • B MacIntyre, M Gandy, S Dow, JD Bolter. "DART: a toolkit for rapid design exploration of augmented reality experiences." ACM DL Ref • RC Zeleznik, KP Herndon, JF Hughes. "SKETCH: An interface for sketching 3D scenes." In SIGGRAPH 96, p. 163-170. ACM DL Ref

  26. SATIN • Video

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